Merfolk is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
(Theme color:)
How it works : Merfolk
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Merfolk.

As this land enters, choose Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a spell of the chosen type or activate an ability of a source of the chosen type.

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.

Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. Ward {2}

Svyelun has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward {1}. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)

At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.

Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent.

Other Merfolk creatures you control get +1/+1. {T}: Target Merfolk creature can't be blocked this turn.

Spells your opponents cast that target a Merfolk you control cost {2} more to cast. Abilities your opponents activate that target a Merfolk you control cost {2} more to activate.

You may look at the top card of your library any time. You may cast Merfolk spells from the top of your library. Whenever you cast a Merfolk spell, you may pay {1}. If you do, create a 1/1 blue Merfolk creature token.

Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
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